Syraxian Savages
Created by Brett Hegr
[ Return to Main Page ]
The Syrax (pronounced see-racks) are a race of beings that were once active
participants in the early government structures of the Three Galaxies. They
had formed a peaceful and properous empire based on honor and justice. Over
a hundred worlds were willing members of the Syraxian Protectorate, and many
more wanted to join. Their sciences were nearly equal in sophistication to
the feared Dominatorstm. The cause of the end of the Syraxian's dominance
and sentiences can all be attributed to one race of beings: the Gene-Splicerstm.
A group of Gene-Splicerstm had captured a colonization ship holding eight
thousand syraxians. They were interested in the syraxian's apparent genetic
superiority to other races and wanted a large group of test subjects. The
Syraxian Protectorate caught wind of the fate of their people and sent a
massive military response.
They managed to disable two of the five Gene-Splicertm ships (the others
escaped) and recovered three thousand of their people. They were horrified
to find that only 10% were untainted by the Gene-Splicerstm twisted
science. This only strengthened their resolve and the syraxians hunted the
other three ships for the next five years, capturing a third ship. This third
ship was a Trojan horse, booby-trapped with a self-destruct device of
unimaginable magnitude that obliterated one of the solar systems under the
syraxian's protection. This was not the end of the Gene-Splicerstm
revenge - only the beginning. They became angry and set to work on an
everlasting revenge, using the syraxians they still held captive and
tailoring a disease that would affect only syraxian physiology. This disease
eroded the mental faculties of syraxians and turned them into savage
sub-sentient barbarians.
Allowing a planetary base to be captured, the Gene-Splicerstm had
infected the one thousand syraxians there with an incomplete airborne disease.
Final revenge would come later in one soft blow. The syraxians found the
base and one thousand syraxians who were for some reason perfectly fine.
The Gene-Splicerstm had not altered them in any way. Taking these people
home, the syraxian rapidly became infected with the disease over a two year
period. Then, in one of their few overt moves, the Gene-Splicerstm sent a
message to all civilized worlds notifying them of the syraxians' demise as a
sentient race. The syraxians scoffed at this, laughing as they could plainly
see they were alive and well and unaware of a small probe penetrating the
atmosphere of Syrax Prime and plowing into the ocean. This probe carried a
hydrochemical that would activate the airborne disease.
Within a matter of weeks the Syraxian Protectorate crumbled, as their leaders
fell victim to an animalistic nature. They became unable to think sentiently,
and the disease was accurately dubbed "The Degeneration." The worlds under
their protection began being plundered and ravaged as hostile empires made a
scramble for the vulnerable worlds. Revenge complete, the Gene-Splicerstm
became even more feared than ever and reveled in the magnitude of the
destruction they had wrought. They even kept a few hundred of their victims
captive, as their guard dogs, private soldiers, and pets.
Syraxian Savages are brutal, warlike, and agressive. They congregate in
groups of 20-30 on whatever world they live on. The social structure is very
similar to those of the apes of Earth. They will attack anyone, animals and
people alike, who trespass on their territory (except Gene-Splicerstm and
their minions). If their attack party is beaten or killed, the rest of the
group will give the winners a wide berth and take passive-aggressive actions.
This includes attempts to frighten, theft of equipment, annoying acts of
unintelligent sabotage, and similar methods. There are several research
groups in the Three Galaxies who have taken to studying the savages as one
would animals. They can be found on several remote worlds on the outskirts
of the Transgalactic Empire in the forests, mountains, and ruins of cities
as well as under the control of Gene-Splicerstm.
Syraxians are a tall race with sky blue skins and four
arms. One pair of arms is at shoulder level, just below the head, while the
second pair (strong as the first) are just above waist level. Their hands
have three fingers and one thumb. Covering their back, sides of their arms
and legs, and top of the head down the neck are millions of freckle sized
spots that range in color from a wood brown to an inky black. They stand seven
to eight feet tall, but most hunch over in a hunting crouch. Syraxians weigh
in around 210+3d4x10 lbs. Their faces were similar in structure to those of
the Utenitm (see Phase Worldtm) but they had small toothless mouths and
eyes either silver, yellow, or white in color.
Alignment: Considered an animal, so savages have no alignment. Before
the Gene-Splicerstm, the vast majority of these beings were of a good
alignment.
Attributes:
Before the disease - I.Q.: 2d6+12, M.E.: 3d6+8,
M.A.: 3d6+8, P.S.: 4d6+2, P.P.: 3d6+3, P.E.: 3d6+8, P.B.: 3d6+4, Spd.: 4d6+10
After the disease - I.Q.: 2d4, M.E.: 2d6+2, M.A.: 2d6, P.S.: 4d6+10,
P.P.: 3d6, P.E.: 3d6+6, P.B.: 2d6+2, Spd.: 6d6+20
Attributes for either type are considered supernatural.
M.D.C.tm: Equal to 2d4x10+280, plus 3d6 per additional level of
experience.
Hit Points, S.D.C.tm, and A.R.: Hit points are equal to the P.E.
times two, plus 3d6 per additional level of experience. S.D.C.tm is equal
to 1d6x10+190. They have an A.R. of 8.
Horror Factor: 8 for one savage, 12 for a group of four or so, and
16 for a war party of eight to ten members.
Permanent P.P.E.tm Base: 3d6+17
I.S.P.tm: M.E. plus 20, plus 1d6+1 per additional level
of experience.
Natural Abilities: Regenerate 1d6 points of damage per five minutes
(1d6x10+10 per hour), nightvision for 60ft, see the invisible, and are fire
and cold resistant (half damage). They also posess either psionic powers or
random super abilities.
Vulnerabilities: None.
Magic Knowledge: None. Pre-Degeneration, about 8% of the syraxian
population practiced magic. These syraxians had only minor psionic abilities,
never major/master abilities or super abilities. Syraxian mages get a bonus
of +20 P.P.E.tm.
Psionic Powers: Abilities are limited to four from one minor category,
saves as a minor psionic. Before the transformation all syraxians were minor
psionics, 20% of the population posessed major psionic abilities, and 8% more
were master psychics. Master psychics could be Phase Mysticstm, Mind Melters,
or Mind Bleederstm with a bonus of +20 I.S.P.tm.
Super Abilities: Pre-transformation syraxians had a 15% chance of
posessing some degree of super abilities. After the disease, an amazing
45% have them. Any syraxian posessing super abilities does not have psionic
powers. Super powered Syraxians can choose two additional minor super
abilities, except energy expulsion powers.
Cybernetics/Bionics: Before the degeneration only 4% of syraxians
submitted themselves to bionic reconstruction, M.O.M. conversion, and
Juicer conversion. They were never big on artificial augmentation, even
though their technology caused few side effects.
Average Level of Experience(NPC): 1d4 if a savage, 1d4+2 if a normal
syraxian.
Combat Skills & Attacks Per Melee: Before the Degeneration combat
skills were gained only by O.C.C., and all syraxians had one extra attack
per melee and a +2 bonus to parry. After the disease syraxians became warlike
and agressive and posess the following bonuses & abilities: Natural combat
ability equal to hand to hand Expert, two additional attacks per melee, +2
to initiative, +4 to strike, +1 to parry and dodge, and +2 to roll with
punch,fall, or impact.
Bonuses: All syraxians have a +1 on perception, a +2 to save vs magic
and psionics, impervious to posession, and a +2 vs Horror Factor.
Avaliable O.C.C.s: None for those after the transformation because they
are automatically Syraxian Savages (see below). The extremely rare
uninfected syraxian could be just about any magic, Phase Worldtm, CAF
equivalent, Men at Arms, or Scholars and Adventurers O.C.C. from the Rifts®
main book. There were a lot of dimension hopping Syraxian cyber knights,
temporal wizards, metamages,
and Phase Mysticstm while the Syraxian Protectorate was active.
Non-infected characters would probably be dimensional travelers coming
home to find their people's empire destroyed over 1000 years ago.
R.C.C. Skills for the Syraxian Savage:
Language: Choose one
Prowl (+25%)
Climb (+10%)
Swim (+10%)
Identify Plants & Fruits (+5%)
Tracking (+5%)
Hunting (+5%)
Wilderness Survival
Choose two W.P.s
Natural combat ability equal to Hand to Hand: Expert
Secondary Skills: None whatsoever. Guns are fired wild and if a savage
is piloting a vehicle it will surely end in a wrecked heap. The concept of
technology is beyond savages.
Average Life Span: 100 years for savages. Non-infected syraxians live
for three to five hundred years.
Natural Habitat: Temperate forests, tropical jungles, plains,
and mountains regions.
Allies: Only the Gene-Splicerstm, their masters.
Enemies: Anything that moves.
Standard Equipment: Few have re-learned the ability to use tools.
Money: None. Savages don't use or need it.
The Degeneration
The disease that afflicted the syraxians was a virus that bonded to the
bodies of the Syrax. It released transformative agents into all cells of the
body, which responded to the chemicals by genetically altering themselves -
gene therapy turned into a weapon. The virus had to be ingested to take
effect - the probe lauched into the ocean carried a hydrochemical that
bonded with the water. The water then evaporated and rained down on the
landmasses to become part of the water cycle, and part of the syraxians once
they drank that water. Once in the body it activated the airborne part of the
disease, which then ran its course. Even syraxians who hadn't been to Syrax
since the hydrochemical infection were affected. Transient syraxians from the
homeworld brought the sickness with them and infected the others, by way of
their urine being filtered by the waste water recycling system present on
all syraxian vessels. The filtration system could not detect or remove the
disease.
The disease had an exposure limitation of 2d4 months and has since died off
on the syraxian homeworld. It now lives only in the bodies of the syraxians.
A normal syraxian would not be infected by a syraxian Savage unless he drank
water recycled from the savage's waste. A cure for the disease cannot be made,
only a vaccine as it is genetic in nature. Gene therapy could restore up to
50% of a syraxian's normalcy but no race has undertaken the task. A child
concieved by two Syraxian Savages is not infected with the disease until the
third month of the pregnancy and if removed from the mother before this time
the child would grow up without a trace of the disease. It will still be
vulnerable to it. The disease was such that syraxian doctors and geneticists
could not find a cure in the few weeks' time they had to work with before
they underwent the degeneration. Given at least a decade scientists could
create a viable vaccine.
There are several unfounded rumors that a large group of syraxians escaped
the Degeneration. One such rumor is that a warship got lost to a rift during
a battle with the Gene-Splicerstm. Another is that a secret group of
scientists began work on a cure on an off-world colony. Still another, is
that a group of syraxians from another dimension heard of the fate that
befell their brethren and have avoided all contact with the races of the
Three Galaxiestm. The last common rumor is probably the most likely -
several vessels of syraxian colonists are still in cryosleep awaiting their
arrival to several uncharted star systems in the outer reaches of the Three
Galaxiestm.